![]() |
Simple question plus pro navigation quesiton in here
Sinple question here: I'm in my 6th patrol Again I'm sent to AE98, some nowhere place where nothing happens. Is this normal? Or am I supposed to go through the motions for 24 hours to complete the primary objective, but after that roam as much as my fuel can take to find some kills?
Now something real. You veterans are going to cum on this one: How do I accomplish an interception course which meets requirements. Usually they are: at 1500 meters, 90 degree angel. My ship is, say 50 KM away from whoever, I'm at x knots submerged, the other is at y knots, pls help with formula/procedure to align properly. I'm willing to learn so have a go at it. Also, what is the correct terminology for aligning tactically to get that 90 degree angle at a certain distance? The assumption is that I know the speed, range and the (global) direction of the target ship. |
the game sends you to a zone for 24 hours just to send you somewhere. You dont have to follow that. In the DEF we usually get a 2 week patrol.
Your second question. First, being submerged you will not intercept anything because you are too slow. You have to surface, and either start the 4 bearing method, or stalk your target (run parallel in an attempt to find course and speed). Once you have the course and speed, you can now plot out your "ATTACK COURSE". The 90 degree method is solid, so if your target is traveling say north 0 degrees, then you have to attack the ship at 90 or 270 degrees. The real challenge is figuring the target ships speed out so you can plot where he will be in a certain amount of time. Once you have this, you can calculate what speed you need to travel to successfully overtake him, and be in a forward position of his track when firing the torps. And you are wrong, 1500m is not where you want to be, go for inside 1000m. This will eliminate errors from your calculations. And attack at night! Ill send you a link on how to. |
Quote:
|
There are good tutorials here : http://op-alberich.forumactif.org/t7-tutorials
But you have to be registered on this forum to see the pictures. |
Once you get the target course, you have all the information to set up an attack angle.
In order to set yourself up for that attack, is getting in front of the target, and having enough time to set your boat up for the attack. You need the target speed to get there. So if your target is traveling 5 knots (1knot = 1.852 meters), then I know in 1 hours that target will travel 9.26km. I can adjust this number for 2 hours, 4, 48, and so froth. So if i want to be in front of the target, within 1000m close to it, taking into consideration the time of day, how far I am currently away from the target, if I have to at some point submerge, then I can determine how fast I need to go. Just hitting Flank speed is great, but I want to travel economically, and get in front of this target without waiting an hour for it to travel to me. I cant go too slow because I need to get far enough ahead to set my attack up. I will make that my next video. |
Quote:
|
Quote:
|
Renown? No. you get them by sinking cargo.
|
Quote:
Where's the stopwatch in the nav room? I have only one in periscope/UZO. Or do I need a stopwatch mod or something? |
MAGUI F is the mod I use, and it comes with a stopwatch in the nav map. You activate it in the UZO or periscope, and you can see it moving on the nav screen. Being that I hunger for realism, in campaign I use an actual chronometer.
|
Intercept course:
v_e = own speed v_g = target speed alpha = angle between target's course and target's relative bearing beta = angle between target's relative bearing and intercept course asin((v_g / v_e) * sin(alpha)) = beta
|
That is the mathematical way to do that. But I find that with Weather, and veteran status of your target can affect your ability to use math to successfully attack your target. I believe math along with experience gives you better results. There is no disrespect to yellow fin.
|
Quote:
One option is to use SH3 Commander, which lets you assign yourself your own locations. |
Hi Guys
Steve has come up with the ideal solution. SH3Commander is an application where the player has the choice to play the area grid of their choice. SH3C has many other aspects in it to enhance your gaming experience. SH3Commander comes already installed in LSH3-2015. Peter https://s24.postimg.org/lmsfer8md/ls...oad_banner.gif |
Quote:
I use it to assess the feasibility and determine whether it's worth the time and how far I'd have to chase in a given direction. Looking at other map contacts and the general nautical and tactical situation (i.e. am I travelling home, how is the fuel situation, what are my orders, is it a valuable target?) I can easily decide whether to pursue or not. There is also a graphical solution to the intercept course problem: A sloppy description:
The last line obtained in the second triangle is the interception course. A mathematically precise description: km stands for kilometer nm stands for nautical miles 1 nm = 1.852 km 1 knot = 1 nm / h A = target position B = our position v_g = 6 knots (a typical convoy speed) v_e = 11 knots (the speed at which you wish to intercept) p = 5.4 (any factor that makes the plotting feasible and easy, see [1]) if m denotes a (geometrical) line |m| denotes its length (in km)
a is the intercept course to interception position C. This method basically pretends you're at a distance which is a multiple p of |v_e| and then graphically adjusts, i.e. multiplies or divides that distance to fit it to the actual distance you are at. [1] It doesn't matter what you select here. Note that you don't have to calculate a value for p. Just pretend that nm = km when taking distances on the map. You implicitly 'calculate' a value for p by simply plotting the sides of the triangle in whichever 'nice' number of units of distance you chose. That's the beauty of geometry, it works with ratios and angles and does not care about specific units or conversions. p only serves to make a' longer and thus easier to read out the intercept course, if p > 1. In practice select a factor that fits the map situation, e.g. p = *00 if you're 100 to 1000 km away from each other, and similarly p = *0 if you're 10 to 100 km away. |
Cool, this thread exploded a bit because it's an interesting subject. Intercepting is our bread an butter. For now, I'm using the "Intercept Theorem" from the French forum and practiced with that to see my options. I want an intercept persé, but I draw a line parallel to the enemy's route at 1200m distance, so I have time to set up the perfect angle. My plan is to practice that first, because you have to draw fast and accurate. the enemy ship is moving you know :)
Then, I'll move on the next methods here. Eventually I anticipate that none or 100%, but all of them combined will provide great insight. Practice is the key I noticed. Two (three) things are needed to take into account: the moving ships and your sub operates at different speeds. It catches up and gets in advance on the surface for speed. But then it needs to go down, so your intercept-planning must take a slow moving sub into account for the next 5 km as well. I'm only at mission 5 now (excluding the erprobungsstelle in SH3Commander), but I'm learning. Edit: maybe I take a break and evaluate YellowFin's formula's first. I'm drawn to it like a seeking torpedo or something :03: Quote:
|
But if you plan the attack at night you don't have to dive.
This is why I don't use the heavy math. As long as you know the target speed, and direction, you can plot when and where to attack. You can stalk your target until dusk with enough information. |
Ugh I need a stopwatch in the nav room badly. Is it easy to port the existing stopwatch in periscope room to the nav room?
Quote:
|
Obviously the interception course should not be used to basically collide with your target. The idea is to get into the general vicinity of the interception point.
Usually I do the calculation with a lower speed than I'm actually going to sail at or I adjust the course after calculation slightly s.t. I arrive earlier, i.e. I increase/decrease the angle s.t. my track gets shorter while I sail at the speed used in the calculation. This way I arrive on scene early and I can acquire the target either through spotting or hydrophone. One of the two main methods of obtaining an attacking position described in the U.Kdt.Hdb [1] (an original tactical manual for Submarine Commanders published by the German Kriegsmarine) can roughly be summarized as follows:
Check out my play through here, where I demonstrate all the methods I have described. Happy hunting :) [1] A (partly inaccurate/confusing) translation of the original U.Kdt.Hdb. |
Did you manage to plot an interception course with the tutorials ?
|
All times are GMT -5. The time now is 09:40 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.